Check out this thread for some inspiration and discussion about scanning setup and process for hard surface stuff: https://polycount.com/discussion/184167/development-log-building-a-complete-car-from-scans-vr-game-dev/p1
https://tomaslaureckis.artstation.com/projects/18Xwm2?album_id=2114501 More of this asset images you can find at artstation: https://tomaslaureckis.artstation.com/ 3D Modelling \ Sculpting - from Hard Surface to Organic models. UV Mapping: for games, movies, ads.Texturing: PBR and old fashion way.Rigging, 3D Animation,…
Cartoon Advertisements test scene setup, animation. more you can find at : https://www.artstation.com/artwork/18Xwm2?commentId=4064557 or at www.scorpion3d.com
Thanks a lot! I loved the article. A specific part of it called my attention, when he talked about weighted normals. It is an awesome way to make those smooth edges without worring about making a high res model to bake the normals from. I applied it to a part of the model,: The left on is using normals baked from a higher…
Thanks boss!! It worked ^^ I've tried to read something about why this is the cause and as I understand correctly this is due to the OpenGL/DirectX. Problem in my workflow is because I didn't prepare Marmoset Toolbag for Unreal Engine. The solution is…
Yer you're super right it was! completely forgot the unit scale was different in here. Sadly its still doing it now its more closely the correct size. the clip planes still are not doing very much, its odd as the hair itself almost no matter how far out i go remains fine. Mhmm will try meddling with the clipping planes…
The first method that Toon Boom Harmony and other animation apps do to have bone animations is that you have the bones deforming the control points of the vector curves. So in the same way that you manipulated the control points of curves while designing your SVG art, the skeleton joints / bones would be transforming…
I forgot to actually answer your first post. When you use GoZ from Max, I believe the model is being exported and imported as an OBJ, under the hood. This uses generic units as discussed in my post above. So a character in max that is 180cm tall will be imported into Zbrush at 180 generic units. Zbrush works best with…